Clan Warriors Part 3: The Warriors on Martapa also receive the benefit of a magical mount at some point after they have become a warrior and have proven themselves. (I would recommend 5th level or beyond.) This mount depends on the clan, (which I will detail tomorrow). If they are from the Wolf Warrior Clan or Dragon Clan they receive a wolf, (with exceptions), the Unicorn Clan receive unicorns, Griffin Clan receives griffins, Pegasus Clan receive pegasi and Lynx and Lion Clans receive lions or Tsula.
For Wolf Warriors they receive wolves as mounts usually, unless they are from the Veo Sunstar's line, (denoted by the red hair). Then they receive unicorns from a special line. They were given by Targon to this line because they knew, eventually, Amber Blackwolf would be born into the line and would need the extra magical help when the Chosen were needed.
Dragon Clan also receive wolf mounts except for a special few who bond with dragons. This is a special bonus, and should only be given for something specially done. I would not give this out as a mount unless the character is at least 15th level.
Last is the possibility that the Lynx or Lion Clan members will bond with at Tsula, (goat centaur). They are sentiment, (like the Wolf Warrior special unicorn mounts or dragon mounts), and can make this decision on their own. I would allow this at 7th level and treat the Tsula like a follower under the Leadership feat. Otherwise they can have a lion mount at 5th level.
Tomorrow the 7 clans.
An epic tour of the world of Martapa, the setting for my High King's Sword Series I hope to someday get published. I hope you enjoy my world!
Wednesday, July 15, 2015
Tuesday, July 14, 2015
Classes of Martapa Part 31
Clan Warriors Part 2: The base spell list is as follows. The Warrior has to have these spells, but can fill his other slots, (sorcerer progression), with other wizard spells. The Warrior picks the order they receive the spells, but these spells have to be taken first.
0th level
Light
1st Level
Cure light wounds
Shield
Burning Hands
Spider Climb
2nd Level
Blindness
Bull's Strength
Darkness
Resist Elements
3rd Level
Haste
Summon Nature's ally 3
Fly
Flame Arrow
4th Level
Polymorph Self
*Call Dragon
*Create Dancing Sword
*These spells are ones not found in Pathfinder/D&D type settings. Call dragon is special, where the warrior, in the most dire of circumstances can call on the aid of dragons. The Dancing Sword spell allows for a free floating sword to be called to fight on their own, (which I believe there is similar spell, but maybe not at this level). These do not take spell slots but can only be used once per week. If the Call Dragon one is used this often there will be consequences, since dragons do not like to be called on like servants.
0th level
Light
1st Level
Cure light wounds
Shield
Burning Hands
Spider Climb
2nd Level
Blindness
Bull's Strength
Darkness
Resist Elements
3rd Level
Haste
Summon Nature's ally 3
Fly
Flame Arrow
4th Level
Polymorph Self
*Call Dragon
*Create Dancing Sword
*These spells are ones not found in Pathfinder/D&D type settings. Call dragon is special, where the warrior, in the most dire of circumstances can call on the aid of dragons. The Dancing Sword spell allows for a free floating sword to be called to fight on their own, (which I believe there is similar spell, but maybe not at this level). These do not take spell slots but can only be used once per week. If the Call Dragon one is used this often there will be consequences, since dragons do not like to be called on like servants.
Monday, July 13, 2015
Classes of Martapa Part 30
Clan Warriors: This class might be termed a "prestige" class in some systems. Clan Warriors are from 7 clans, which will be reviewed shortly, and are warriors who use swords and magic to protect someone of great importance. Not all Clan Warriors have a "Charge", but all are trained to protect someone. They can wear leather armor and the weapons they can use vary depending on which Clan they belong to. Most use swords or bows, and are usually trained in more then one. They also have small amounts of magic to help heal and protect. They are more ranger like then fighter like, but aren't necessarily very in tune with nature.
They gain spells like a sorcerer, (so not every level), and are limited to a list which I will do tomorrow. They gain diplomacy and a free language of their choice as extra skills. They do not take a penalty for casting spells in leather armor.
They gain spells like a sorcerer, (so not every level), and are limited to a list which I will do tomorrow. They gain diplomacy and a free language of their choice as extra skills. They do not take a penalty for casting spells in leather armor.
Thursday, July 9, 2015
Classes of Martapa Part 29
Mages and Wizards: These are technically two different classes on my world, but are set up pretty much the same way. They are people who study the arcane and wield magical energies like some people wield swords. They can wear only cloth armor, anything else will hinder their spell casting. They use staves and daggers, but not many martial weapons. They gain all the knowledge skills as class skills with a +3, (though they have to pick what their local knowledge would be at). Some have familiars, creatures who help them with their magic, but they do not need them to be the most powerful they can be.
The major difference between mages and wizards comes from where they gain their power. Targon rules the mages, and so most mages use only good or neutral energies to cast their spells. They do not drain life energies or work with undead. Where as wizards gain their spell magic from Kahalla and work almost exclusively in necromancy. In game terms wizards would be necromancers, while mages would be all other arcane schools. Mages aren't bared from necromancy, they just can't use anything that deals with undead or draws from others. Cause Fear and Chill Touch would not be bared to Mages, (though they would be harder for them to cast), but Command Undead would definitely be off a Mages spell list. Any necromancy spell uses a spell slot one level higher for a mage to cast. Wizards can cast all mage/wizard spells, but anything which brings life, such as the spell False Life in Pathfinder, they would find hard to cast. (Has to be cast using a spell slot one level higher). Wizards are always some sort of evil, where mages can be good or neutral.
The major difference between mages and wizards comes from where they gain their power. Targon rules the mages, and so most mages use only good or neutral energies to cast their spells. They do not drain life energies or work with undead. Where as wizards gain their spell magic from Kahalla and work almost exclusively in necromancy. In game terms wizards would be necromancers, while mages would be all other arcane schools. Mages aren't bared from necromancy, they just can't use anything that deals with undead or draws from others. Cause Fear and Chill Touch would not be bared to Mages, (though they would be harder for them to cast), but Command Undead would definitely be off a Mages spell list. Any necromancy spell uses a spell slot one level higher for a mage to cast. Wizards can cast all mage/wizard spells, but anything which brings life, such as the spell False Life in Pathfinder, they would find hard to cast. (Has to be cast using a spell slot one level higher). Wizards are always some sort of evil, where mages can be good or neutral.
Wednesday, July 8, 2015
Classes of Martapa Part 28
Rogue Class: These people are out for adventure, wanting to see what is around the next corner, in the next hallway, in the next room. They are good at finding their way into in accessible areas, unlocking doors and disarming traps. Any race may hold one of these adventures people, though Akicitia are less likely to be rogues since they are a very open and honest race.
Rogues can wear leather armor, use small weapons such as daggers and short swords and gain a bonus for attacking from behind. They gain the skills of remove traps and pick locks, (or the equivalent). They are able to sneak in the shadows and can pick pockets. They gain knowledge: dungeoneering as a class skill with a +3 bonus. Otherwise just stick to your base thief class for your system.
Rogues can wear leather armor, use small weapons such as daggers and short swords and gain a bonus for attacking from behind. They gain the skills of remove traps and pick locks, (or the equivalent). They are able to sneak in the shadows and can pick pockets. They gain knowledge: dungeoneering as a class skill with a +3 bonus. Otherwise just stick to your base thief class for your system.
Tuesday, July 7, 2015
Classes of Martapa Part 27
Rangers: These people are men and women of the woods. They know how to traverse the wilds, how to find food, water and good paths to get where you are going. They aren't always the most friendly of people, but if you want to know how to deal with a certain threat from a predator or humanoid, they are the people to go to.
Rangers are proficient in bows, crossbows, hand crossbows, and most other range weapons, as well most swords, spears and axes. They don't usually wear more then leather armor, but they can wear mail if they want. Any skills that have to do with surviving in the out of doors are considered a class skill and they gain a +3. Like many other ranger classes, the ranger has a foe they are knowledgeable in. Some rangers have animal companions, but most like to be loners. (Depending on the system you are using they may or may not be allowed the animal companion. If they can, just use the rules given in your system.)
Rangers are proficient in bows, crossbows, hand crossbows, and most other range weapons, as well most swords, spears and axes. They don't usually wear more then leather armor, but they can wear mail if they want. Any skills that have to do with surviving in the out of doors are considered a class skill and they gain a +3. Like many other ranger classes, the ranger has a foe they are knowledgeable in. Some rangers have animal companions, but most like to be loners. (Depending on the system you are using they may or may not be allowed the animal companion. If they can, just use the rules given in your system.)
Monday, July 6, 2015
Classes of Martapa Part 26
Paladin Class: On Martapa the Paladin Class would be Knights of Tridon. This is usually a hereditary position, where the father, (or mother in some cases) was knighted before the would be paladin. There are exceptions, such as if the King or House Leaders knight a new and deserving member of society. If players want to be a paladin, but not from a House, they had better have a great back story reason for such things. Paladins fight against the darkness of the world and try to right the wrongs of the world. They uphold the Balance and the sanctity of Kingdom of Tridon. They normally where platemail, though many in history have been known to use just mail, such as Richard of Varanath and Eric of Calabay during the Time of the Chosen. They can use any martial weapon, but prefer sword and shield or axe in shield in the northern reaches.
Most Paladins will be humans, though there have been elf and dwarven Paladins. They are usually Lawful Good, but any good alignment is permissible. Use the typical paladin class, but make sure they have knowledge history and nobility as class skills with a bonus of +3. Spells are based off Charisma. They are allowed access to all the same feats and skills as fighters, as well.
Most Paladins will be humans, though there have been elf and dwarven Paladins. They are usually Lawful Good, but any good alignment is permissible. Use the typical paladin class, but make sure they have knowledge history and nobility as class skills with a bonus of +3. Spells are based off Charisma. They are allowed access to all the same feats and skills as fighters, as well.
Thursday, July 2, 2015
Classes of Martapa Part 25
The Fighter Class: This class is about fighting for fame and wealth, maybe even helping out their friends or fighting for a righteous cause. They learn to use their weapon as extension of their body. They excel at martial combat and can take a beating, if need be. Groups usually have one or two of these muscular men and women to keep the healers and mages from being attacked by blades and bows. Fighters can be found everywhere and in every race, even the peace loving Winged Elves.
Fighters can wear every type of armor and use any type of weapon. They are so good at what they do, they are capable of learning all sorts of moves, (They get extra feats for weapon/combat, every other level). They don't get any bonuses to skills, but should be able to take all the martial related skills as class skills.
Fighters can wear every type of armor and use any type of weapon. They are so good at what they do, they are capable of learning all sorts of moves, (They get extra feats for weapon/combat, every other level). They don't get any bonuses to skills, but should be able to take all the martial related skills as class skills.
Tuesday, June 30, 2015
Classes of Martapa Part 24
The Druid Class: Druids are creatures of the forests and the wilds. They commune with nature, trying to be part of it, not separate. They usually have more animal friends then they do humanoid friends, but will brave the more civilized areas of the world if the need is great enough. They prefer more natural armors, so wood and leather, and weapons that deal more with nature and growing things, just as slings, spears, sickles, staves and daggers. They will always have an animal companion, no matter where they are, and if they don't, you can make the conclusion that something bad has happen to their friend.
Look to your game systems class specifics, but here is what I would recommend. They have spells, most dealing with nature, and their spells are based on Wisdom scores, (or the equivalent). They are usually neutral, though lawful neutral and chaotic neutral are very acceptable. They hit almost as well as a fighter and have an animal companion appropriate to your campaign.
Look to your game systems class specifics, but here is what I would recommend. They have spells, most dealing with nature, and their spells are based on Wisdom scores, (or the equivalent). They are usually neutral, though lawful neutral and chaotic neutral are very acceptable. They hit almost as well as a fighter and have an animal companion appropriate to your campaign.
Monday, June 29, 2015
Classes of Martapa Part 23
Clerics of Wesa: Clerics of Wesa are charged with helping animals and to help people see how to properly use and care for animals. They will usually live in the wilds or near farming communities. Most will heal farm animals, if they are in need, and heal the animals of the wild. They can heal humans and the like, but it is harder for them to do so. (In game terms healing a person as a cleric of Wesa drops the spell effectiveness by one level. So a second level heal spell will act like a first level spell of the same name on people.) They may wear robes, by most wear the garb of huntsman, so they can wear leather armor. They have no issues using animals for food and clothing, they just don't want animals to be exploited, for using animals is part of nature. They often have staves, bows and slings. They get all nature skills as a class skill with a +3 bonus. They also get healing (animal) as a free skill. If they want healing (non-animal) they have to pay for it. They can use healing (animal) on people, but with a minus 5 to their roll.
Clerics of Wesa are Neutral in alignment. They bare the symbol of a roaring lion. Their colors are greens and browns to blend in with nature.
Clerics of Wesa are Neutral in alignment. They bare the symbol of a roaring lion. Their colors are greens and browns to blend in with nature.
Thursday, June 18, 2015
Classes of Martapa Part 22
Clerics of Vates: Clerics of Vates, the God of Bards, are charged with bringing music and story telling to the masses. They keep the histories and spread the news both far and wide. Their temples are usually places of learning for bards and take anyone in, even non-clerics, who wish to learn to play music. Clerics of Vates receive any knowledge, profession and craft skill to do with music and history as a class skill with a +3 bonus. They also receive Diplomacy or like skill as a class skill with a +3 bonus. Clerics of Vates must know how to play the harp or the pan pipes. Rapiers are weapon of choice and they can wear leather armor.
Clerics of Vates bare a symbol of a golden harp and usually wear flashy, swashbuckler type clothes or elegant dress, depending on their situation. If you need an alignment they would most certainly be Chaotic Good. Minstrels and bards follow Vates, even if they are not clerics. Clerics of Vates are sometimes seen with Clerics of Aiyana, since love always brings good music.
Clerics of Vates bare a symbol of a golden harp and usually wear flashy, swashbuckler type clothes or elegant dress, depending on their situation. If you need an alignment they would most certainly be Chaotic Good. Minstrels and bards follow Vates, even if they are not clerics. Clerics of Vates are sometimes seen with Clerics of Aiyana, since love always brings good music.
Wednesday, June 17, 2015
Classes of Martapa Part 21
Clerics of Tinaka: Clerics of Tinaka are charged with bringing healing and aid to those who need such things. They are also supposed to train others to be able to help others in their times of need. Their temples are usually places of healing and learning of healing. They turn no one away, save for the very evil. Even Clerics of evil faiths will not harm Clerics of Tinaka. Clerics of Tinaka receive healing as a class skill with a +3 bonus. Any Knowledge skill doing with healing is also a class skill. They use staves and wear cloth armor.
Clerics of Tinaka bare symbols of a mortar and pestle and wear thick, blue robes with white trim. They should be neutral in alignment and will help anyone in need of healing, even evil people, if they are not in danger. Even then they may help.
Clerics of Tinaka bare symbols of a mortar and pestle and wear thick, blue robes with white trim. They should be neutral in alignment and will help anyone in need of healing, even evil people, if they are not in danger. Even then they may help.
Monday, June 15, 2015
Classes of Martapa Part 20
Clerics of Sominare: Clerics of Sominare are charged with bringing bad luck to those around them. Maybe they do this by spreading lies, by causing buildings to be robbed or burned, maybe wagons stolen. They tend to use magic that changes the outcome of things to the bad, or into their favor, especially if it harms someone else. Clerics wear dark, somber clothing, usually robes and use daggers. Clerics of Sominare gain the ability to reroll one of their attacks a day if it helps them and harms someone else.
The Clerics of Sominare bare a symbol of a coin with a frowning man upon it. They are usually Chaotic Evil for Sominare works against the best interests of people and is random on who she bestows her "gifts".
The Clerics of Sominare bare a symbol of a coin with a frowning man upon it. They are usually Chaotic Evil for Sominare works against the best interests of people and is random on who she bestows her "gifts".
Thursday, June 11, 2015
Classes of Martapa Part 19
Clerics of Sircarius: Clerics of Sircarius are charged with training assassins and thieves and acquiring wealth. They are to spread the fear of death in the night and having your most precious items stolen from right under your nose. They can wear leather armor and prefer daggers and short swords. They have all thief skills (such as pick pocket and sneaking). They also get appraisal skill as a class skill with a bonus.
The symbol of Sircarius is a mask with a dagger and a pouch of gold. Their clothes are usually dark in color, to blend in with their surroundings. Temples are usually very dark and brooding and filled with traps. If you have alignment, they are always chaotic, leaning toward Chaotic evil and Chaotic Neutral.
The symbol of Sircarius is a mask with a dagger and a pouch of gold. Their clothes are usually dark in color, to blend in with their surroundings. Temples are usually very dark and brooding and filled with traps. If you have alignment, they are always chaotic, leaning toward Chaotic evil and Chaotic Neutral.
Tuesday, June 9, 2015
Classes of Martapa Part 18
Clerics of Shade: Shade's clerics are charged with spreading martial training. They set up battle schools in most large cities and have their largest in Stormvale. They take anyone who is willing to work hard, even those of the poorest beginnings. They often hire out as mercenaries, if the cause is right. Clerics of shade are proficient in all martial weapons and armor. They receive any skill related to war. They also can take Blacksmithing or metalworking as a class skill.
Shade's clerics bare a symbol of two knights charging at each other. Clerics wear chain or platemail and carry either two handed swords or a sword and shield. They do use some magic, mostly healing to keep the battle going. Knights and mercenaries usually follow her. If you need an alignment, they should be true neutral.
Shade's clerics bare a symbol of two knights charging at each other. Clerics wear chain or platemail and carry either two handed swords or a sword and shield. They do use some magic, mostly healing to keep the battle going. Knights and mercenaries usually follow her. If you need an alignment, they should be true neutral.
Thursday, June 4, 2015
Classes of Martapa Part 17
Clerics of Molestus: Clerics of Molestus are charged with bringing pain and misery to the world. Most torturers are clerics of Molestus. They often spread misery by stealing from the poor, saying they are healing a person but actually making it worse, poisoning wells, etc. They wear leather armor, carry a cat-o-nine tails, along with a very sharp knife. Bluff, Diplomacy, Intimidate and Survival skills should be class skills with a bonus to their skill.
Clerics of Molestus are Chaotic Evil, wear black and other dark colors and bare a pair of bloody manacles as Molestus symbol. Their temples are usually small with a large torture chambers underneath.
Clerics of Molestus are Chaotic Evil, wear black and other dark colors and bare a pair of bloody manacles as Molestus symbol. Their temples are usually small with a large torture chambers underneath.
Tuesday, June 2, 2015
Classes of Martapa Part 16
Clerics of Iktomi: Iktomi's clerics are charged with helping the natural world stay in balance. They allow hunters and loggers to use forests, but not over use them They help with growing crops, help wounded animals and cure diseased areas if it overburdens the people/animal populace. They maintain small shrines, but no temples (save for the one in Stormvale), often living solitary lives near small villages as druids and hermits. They usually use rough cloth or leather armor. They use staves and wooden clubs. They receive survival skills with a bonus, along with any nature related skills.
Clerics of Iktomi bare a symbol of a great oak tree and wear green or brown as their colors. Clerics of Iktomi often have animal companions. Their alignment is true neutral, since nature is neither good nor evil. rangers and druids often worship him, even if they do not serve as clerics.
Clerics of Iktomi bare a symbol of a great oak tree and wear green or brown as their colors. Clerics of Iktomi often have animal companions. Their alignment is true neutral, since nature is neither good nor evil. rangers and druids often worship him, even if they do not serve as clerics.
Thursday, May 28, 2015
Classes of Martapa Part 15
Clerics of Furere: His clerics are charged with spreading ill weather. They number few, but are powerful. There are few temples, though sometimes sailors will carry a cleric of Furere to pray to the storm god to not bring on bad weather. Usually an older cleric will take in a younger cleric to teach the ways of weather and replace him when he finally passes. Clerics of Furere get seamanship as a skill free. Anything weather related they also get as a class skill with a bonus. They usually wear light leather armor or sailors outfits and carry long daggers or cutlasses. Survival is also a class skill with a bonus to anything sea related.
Clerics of Furere bare a symbol of a lightning bolt and are usually chaotic neutral or chaotic evil. Sailors and some druids may pay heed to him, while humans and minotuars are usually his clerics.
Clerics of Furere bare a symbol of a lightning bolt and are usually chaotic neutral or chaotic evil. Sailors and some druids may pay heed to him, while humans and minotuars are usually his clerics.
Wednesday, May 27, 2015
Classes of Martapa Part 14
Cleric of Aiyana: Aiyana's clerics are charged with protecting innocents and spreading love, though not carnal love. They love to revel in joyous occasions such as marriages and births, they bless marriages with special blessings, and they protect run away brides who are in love with another as if they are their own children. Their places of worship are usually bright and cheerful with lots of gardens. It is said only those of good or love can enter the temples. They train in the staff, but do not often use them. Their spells lean more toward enchantments, but not forceful ones, and protections. They also heal, but rarely use offensive spells. Diplomacy is a free skill with a bonus and they gain a +2 (or equivalent) to their Charisma. They wear only cloth robes.
Clerics of Aiyana bare the symbol of a unicorn, sometimes with a rainbow, and women usually keep flowers in their hair. Their alignment should be Neutral Good, for though she is good and pure, they may have to break some laws to make love come together.
Clerics of Aiyana bare the symbol of a unicorn, sometimes with a rainbow, and women usually keep flowers in their hair. Their alignment should be Neutral Good, for though she is good and pure, they may have to break some laws to make love come together.
Tuesday, May 26, 2015
Classes of Martapa Part 13
Cleric of Tymara: Clerics of Tymara are tasked with understanding the elements and explaining what they are about to the lay people. They are also to protect all winged creatures, whether intelligent or not. Most cast spells only of elemental nature, though they are able to heal some what in a limited way. They dress in light colored robes, never anything heavier. Their favored weapon is a mace, usually of some bright metal. Any knowledge which covers elements they get for free and with a bonus. They also get survival skill (or similar one) as a bonus skill. At higher levels they become immune to one type of elemental damage. (I would do around 15+.)
Clerics of Tymara are usually Chaotic Good or Chaotic Neutral. They bare a symbol of a bright sun, usually woven into their robes. Their temples often have much gold gilding and have griffons roosting in their towers. Winged elves, griffons, all intelligent fliers (save dragons) and intelligent elementals may be followers of Tymara, though maybe not clerics. Elves and humans are usually the most common clerics of Tymara.
Clerics of Tymara are usually Chaotic Good or Chaotic Neutral. They bare a symbol of a bright sun, usually woven into their robes. Their temples often have much gold gilding and have griffons roosting in their towers. Winged elves, griffons, all intelligent fliers (save dragons) and intelligent elementals may be followers of Tymara, though maybe not clerics. Elves and humans are usually the most common clerics of Tymara.
Thursday, May 21, 2015
Classes of Martapa Part 12
Clerics of Taniger: Most Clerics of Taniger are dwarves, though there are humans and minotaur who follow him. His clerics are charged with finding knew ideas for crafts and trades. But their greatest responsibility is healing dwarves on patrols or missions, along with fixing armor and weapons. Their temples are always equipped with a blacksmith. Clerics of Taniger get the blacksmithing profession for free with a class bonus, even though they might not normally. Clerics of Taniger can use axes, war hammers, shields, and wear plate armor.
Their alignment should be Lawful Good, for if there was ever a God that followed the rules, it is Taniger. Temple wear is that of a blacksmith, right down to the heavy leather apron. Their symbol is a war hammer, and because Taniger favors the war hammer, most priests use a war hammer.
Their alignment should be Lawful Good, for if there was ever a God that followed the rules, it is Taniger. Temple wear is that of a blacksmith, right down to the heavy leather apron. Their symbol is a war hammer, and because Taniger favors the war hammer, most priests use a war hammer.
Wednesday, May 20, 2015
Classes of Martapa Part 11
Clerics of Pezuta: The Clerics of Pezuta are charged with spreading good luck, in the form of advice on how to handle ventures, since Pezuta only deals with good luck. She often houses seers in her temples so people can receive their futures if they so choose. Her temples are often huge, marble affairs with carvings of dancing joyous people. Clerics of Pezuta can be found everywhere. They dress in leathers, thus able to wear leather armor, often using as staff, dagger, or short swords. Once per day a cleric of Pezuta can call a mulligan and reroll any roll he wishes. Clerics of Pezuta also get a bonus to perception, thieving abilities (which they can use as a thief) and use magical item.
Clerics of Pezuta bare a symbol of a gold coin with a ladies head upon it. Alignment wise clerics can be chaotic good or chaotic neutral. Some non-clerics that would follow her would be merchants, rogues and fortune tellers, though everyone has prayed to her one time or another. She has no particular color, just bright and jubilant ones, except for those who specialize more in the thieving abilities.
Clerics of Pezuta bare a symbol of a gold coin with a ladies head upon it. Alignment wise clerics can be chaotic good or chaotic neutral. Some non-clerics that would follow her would be merchants, rogues and fortune tellers, though everyone has prayed to her one time or another. She has no particular color, just bright and jubilant ones, except for those who specialize more in the thieving abilities.
Tuesday, May 19, 2015
Classes of Martapa Part 10
Clerics of Dasa: Clerics of Dasa are charged with breaking any innocent's heart, while gaining pleasure from the act and reveling in the thrill of the chase. They also bring dark dreams, by use of spells and sweet words, to those around them. Temples are often simple houses of ill-repute, though they do actually build temples to Dasa which are gaudy and impressive. Clerics usually wear very little, though enough to just cover up the most important features, often in silks and sheer materials. Because of this, they often have magical rings and bracers to give them armor. They use daggers, get a bonus to persuasion as well as a bonus (+2) to Charisma. Any spells are based off Charisma, not Wisdom. The one exception is that Clerics of Dasa have a very limited spell list, mostly illusions and enchantments. Other spells are very hard for Dasa's clerics to use, but can be done by using a slot one level higher.
Clerics of Dasa bare the symbol of a black rose wrapped seductively around a red rose. Colors are bright and colorful for their bright, sheer robes.
Clerics of Dasa bare the symbol of a black rose wrapped seductively around a red rose. Colors are bright and colorful for their bright, sheer robes.
Thursday, May 14, 2015
Classes of Martapa Part 9
Cleric of Lokar: Clerics of Lokar are charged with bringing dignity to death, bringing power to Dark Magic, and bringing appreciation of the night. Few clerics of Lokar wander far from their temple, unless tasked with easing the death of a great hero or leader. They also often serve as the undertakers in villages. Though respected, they are also feared because they deal with death. Cleric of Lokar should gain all Knowledge skills, and gain a bonus in any thing where the anatomy of the body would give them an advantage. Clerics of Lokar usually carry a sickle and wear cloth robes.
Clerics of Lokar are usually Neutral Evil, though they can be true Neutral as well, since death is neither good nor bad. The image they wear is a black skull with green flames encircling it. Their robes are black with silver trim. Non-clerics who would follow Lokar are vampires and liches, along with necromancers who do not follow Kahalla.
Clerics of Lokar are usually Neutral Evil, though they can be true Neutral as well, since death is neither good nor bad. The image they wear is a black skull with green flames encircling it. Their robes are black with silver trim. Non-clerics who would follow Lokar are vampires and liches, along with necromancers who do not follow Kahalla.
Thursday, May 7, 2015
Classes of Martapa Part 8
Clerics of Kahalla: Clerics of Kahalla are to spread death and destruction, though the use of necromancy and power. They are to work against the Balance and all the other Gods when ever they can. His clerics are also to create chaos and create undead of any kind. Clerics use small, ceremonial daggers as weapons, the better to draw blood for incantations. His Clerics should get all Knowledge skills as class skills, as well as diplomacy, perception and intimidation (based on Charisma, not Strength). They can only wear cloth armor, and may carry staves.
If your system calls for alignment, Clerics are very chaotic evil, though some can be lawful or neutral evil. The symbol of Kahalla is a skull with a sword through the top. They always wear black robes lined with red. Non-clerics would included really only Wizards of Shaniko.
If your system calls for alignment, Clerics are very chaotic evil, though some can be lawful or neutral evil. The symbol of Kahalla is a skull with a sword through the top. They always wear black robes lined with red. Non-clerics would included really only Wizards of Shaniko.
Tuesday, May 5, 2015
Classes of Martapa Part 7
Clerics of Targon: Targon is the God of Magic, Arcane Lore and elves. He is also considered the trickster God. His clerics are supposed to spread the word about magic, how it works, and discover more arcane lore. They wear only cloth armor, use staves, longswords, and daggers. They should have access to all Knowledge skills, but have the regular "to hit" with weapons of a cleric. They also have a goodly chance of using unknown magic items. They can use "detect magic" at will. There is no limit, even if your system gives a limit for uses per day.
His avatar is a swashbuckler Wolf Warrior named Skaska Blademaster, an avatar he loves to be a lot of the time. His symbol is a flaming, outstretched hand. If your system has an alignment system then he is definitely Chaotic Neutral, as our his clerics. Non-cleric followers include Warriors, wood elves, and mages.
His avatar is a swashbuckler Wolf Warrior named Skaska Blademaster, an avatar he loves to be a lot of the time. His symbol is a flaming, outstretched hand. If your system has an alignment system then he is definitely Chaotic Neutral, as our his clerics. Non-cleric followers include Warriors, wood elves, and mages.
Thursday, April 30, 2015
Classes of Martapa Part 6
Clerics of Sarjon: Sarjon is the God of War. He soes not take sides in war since he is neutral and revels in a good fight, a good battle. He loves the intricacies of strategy and may inspire his followers with unsought strategies if they are putting their hearts into a battle. He loves to delve into battles and prick out one individual skirmish to watch. His favorite avatar is Jet Stonecrusher, an instructor at the battle school in Stormvale. The man his huge and bares a two handed sword. In his immortal form he is a human in full field plate, carrying a two handed sword named Foebane. Clerics of Sarjon should be allowed to wear any armor, use any weapon and shield and get strategy, (or similar skill), for free. They should get a bonus to perception and other battle related skills, but lose any bonus to knowledge skills, if not battle related.
Sarjon's symbol is a flaming sword pinning a map. If alignment is called for in your system his followers must be some sort of neutral, though probably leaning to chaotic since battles are always chaotic. Non-clerics that follow Sarjon include any one who battles, such as mercenaries and soldiers. His clerics are charged with spreading weapon training, strategy, and the history of war.
Sarjon's symbol is a flaming sword pinning a map. If alignment is called for in your system his followers must be some sort of neutral, though probably leaning to chaotic since battles are always chaotic. Non-clerics that follow Sarjon include any one who battles, such as mercenaries and soldiers. His clerics are charged with spreading weapon training, strategy, and the history of war.
Wednesday, April 22, 2015
Classes of Martapa Part 5
Clerics of Catiana: Clerics of Catiana are the keepers of wisdom and knowledge, the keepers of the Balance. They are also dispensers of justice, and thus are often called upon to act as judges. Clerics of Catiana should be well versed in magic, (so no restrictions on magic spells or spell levels), general knowledge, (so all knowledge skills so be available), and also good at negotiations. Clerics of Catiana wear no more then robes, so they wear no armor. Robes are usually blue in color with gold trim. They can use staves and daggers.
Catiana's symbol is a perfectly balanced set of scales. Her non-cleric followers include human sages, Clan Warriors, some mages, and some seers. If your system calls for alignment, her followers would be neutral.
Catiana's symbol is a perfectly balanced set of scales. Her non-cleric followers include human sages, Clan Warriors, some mages, and some seers. If your system calls for alignment, her followers would be neutral.
Tuesday, April 21, 2015
Classes of Martapa Part 4
Cleric Class: The cleric class is a little more complicated then some of the other classes, since there are so many Gods involved, which changes the class depending on the God. A cleric is devoted to his God and his God's ideals. Any race, even ogres, can be clerics, though magic is dependent, in most systems, on wisdom. So low wisdom races will have issues as clerics. Some Gods give benefits to weapons, some to magic, some to tracking. Use your base cleric class, making sure that they have the ability to heal, cast magic and some ability to match their God. You may allow them to use any weapon or armor, but it must match their God. Sarjon's clerics should be able to wear plate, though Tinaka's clerics should only wear cloth. In the following days I will talk about the clerics for each God
Wednesday, April 15, 2015
Classes of Martapa Part 3
The Bard Class: This class is of great use in a campaign as a DM character, if you want to introduce a lot of world lore. Even as a Player Character a DM can bring in all sort of lore, as well. Bards are the keepers of knowledge, spreaders of news and gossip, and finders of the obscure. Bards should be able to sing, dance, or play an instrument. Or they can do all of the above. Not all bard classes, depending on system, have magic, but for Martapa, a bard must be able to sing/dance/play an instrument to cast their magic. They are some what proficient in small and light weapons, such as sabers and daggers, but wear little armor. They also know how to break into places with a little practice.
Depending on your system, magic should be based on charisma more then intellect, and agility should also be a good second main stat. They should have magic spells, be able to wield a light weapon, and pick locks. They shouldn't get as many spells per day as a mage, nor should they be able to hit as well as a fighter. Humans and elves make good bards, but other races can harbor their kind.
Depending on your system, magic should be based on charisma more then intellect, and agility should also be a good second main stat. They should have magic spells, be able to wield a light weapon, and pick locks. They shouldn't get as many spells per day as a mage, nor should they be able to hit as well as a fighter. Humans and elves make good bards, but other races can harbor their kind.
Tuesday, April 14, 2015
Classes of Martapa Part 2
The Barbarian Class: Though really a sub class of fighters, many of races, such as Ogres, Akicitia, Minotaur and dwarves could use this class. These are fighters who become one with their weapons when the battle lust is upon them. They prefer large, two-handed weapons over shields and a weapon. They are very chaotic in nature, though, there are exceptions. (My Krom comes to mind. He is very lawful, but still chaotic when it comes to combat.) Barbarians prefer heavy leather armor, though chain is alright, as well. They have the ability to not feel pain, and may remain on their feet, even when they should be dead.
For particulars on the class, you will have to rely on your own roleplaying system. They should have a fighters ability to hit, with above average hit points, and are little hard up on intellect based skills. Everything should be focused on the fight. Adjust accordingly.
For particulars on the class, you will have to rely on your own roleplaying system. They should have a fighters ability to hit, with above average hit points, and are little hard up on intellect based skills. Everything should be focused on the fight. Adjust accordingly.
Thursday, April 9, 2015
Classes of Martapa Part 1
There are many classes in the many roleplaying systems, but here are the classes I will be going over that fit well into my campaign world. The basic classes, of course, are represented: Priest, Mage, Fighter, and Thief. But other classes I will touch on are Barbarian, Bard, Druid, Paladin, and the special classes of Wolf Warrior and Gryphon Rider. We will just talk about basic aspects of how they fit into the world, generalization of skills and how to fit them into your various systems. We won't spend much time on particular "feats" or "skills" but rather what they should have so you can fit them into your campaign world.
Wednesday, April 8, 2015
Races of Martapa Part 73
Dragon Society: Dragons live in caves and amass large amounts of treasure, though most of the treasure is really just presents from mortal friends they made through the years, which may or may not be worth a lot later on. They love to collect magic the most, for magic fascinates all dragons.
Dragons mate for life with an undying sense of love for said mate. They clutch every fifty or so years, with four to five dozen eggs laid at a time. They live with their children for nearly two decades, then those who survive find their own lairs. (Survival rate is not good, so that is the reason for so many eggs.) They are in all sense immortal, though they can die from accidents and attacks just like any other being.
Dragons were lost to the mortal realm a few decades before the War of the Gods. When the Chosen were searching for the pieces of the Gift of the Gods they came upon Fire Flash, a baby dragon Targon, God of Magic, saved from the last dragon clutch hatched. A little known fact is that eight dragons are needed to open the Gate of the Gods. So the remaining seven dragons were created by the Gift of the Gods by ripping a part of the souls of the Chosen from them. These Dragons, the Gate Dragons, began the dragons of Martapa once more.
Dragons mate for life with an undying sense of love for said mate. They clutch every fifty or so years, with four to five dozen eggs laid at a time. They live with their children for nearly two decades, then those who survive find their own lairs. (Survival rate is not good, so that is the reason for so many eggs.) They are in all sense immortal, though they can die from accidents and attacks just like any other being.
Dragons were lost to the mortal realm a few decades before the War of the Gods. When the Chosen were searching for the pieces of the Gift of the Gods they came upon Fire Flash, a baby dragon Targon, God of Magic, saved from the last dragon clutch hatched. A little known fact is that eight dragons are needed to open the Gate of the Gods. So the remaining seven dragons were created by the Gift of the Gods by ripping a part of the souls of the Chosen from them. These Dragons, the Gate Dragons, began the dragons of Martapa once more.
Tuesday, April 7, 2015
Races of Martapa Part 72
Dragon Descriptions: Dragons are the oldest of the monstrous intelligent races. They were created by Sarjon and Catiana and are the symbols of justice. At least that is what they should be. Dragons are huge beings, as long in body as 20 draft horses, with tails and wingspans to match. They come with or without horns, in many colors and differ in attitudes as much as any human might. But because they are so large they have the ability to shape shift into any other humanoid or animal form they wish. This is painful and melds what ever equipment they have on them into their body.
Dragons can breath fire, are immune to most magic, can cast magic in limited amounts and obviously they can fly. They help those who would maintain the Balance, though there are some dragons who go their own way. (This is why they SHOULD NOT be used as a player character race...they would very much unbalance your campaign.)
Dragons can breath fire, are immune to most magic, can cast magic in limited amounts and obviously they can fly. They help those who would maintain the Balance, though there are some dragons who go their own way. (This is why they SHOULD NOT be used as a player character race...they would very much unbalance your campaign.)
Thursday, April 2, 2015
Races of Martapa Part 71
Skieg Names: Skieg names depend really on where they are from. If they are around humans, they tend to have more human names. If they live in skieg enclaves then they are more likely to have names that refer to engineering type objects, such as "Torque" or "Crescent". If they are taken by ogres they take a primitive type name, mostly to confuse the ogres, since most ogres can't tell skiegs apart.
Wednesday, April 1, 2015
Races of Martapa Part 70
Skieg Adventures: To use the Skieg race, I would take your base monster goblin race and give a bonus to Intelligence and Wisdom, but take from Strength and Constitution. They make good thieves, mages, and priests. Also, if you have a class in your system which is good at tinkering, these would be a good race for this. If engineering is a skill/proficiency give them to Skiegs for free. If you do this, though, weapon proficiency/skills should cost double, since they use their brains more then bronze.
Tuesday, March 31, 2015
Races of Martapa Part 69
Skieg Relations: Skiegs don't really get along with other races, but they don't go out of their way to avoid other races, except, perhaps ogres. They will try to swindle anyone they can, if they think they can make a buck. They are willing to work for anyone, as long as the money is right. Dwarves and the skiegs get along the least, (minus ogres), since they try to fill the same market areas.
Thursday, March 26, 2015
Races of Martapa Part 68
Skieg Society: Skiegs have numerous offspring, but the family is very close. Usually a clan of skiegs are all related in one way or another, the women usually moving to their husband's clan when marriage occurs. They live for about forty years, having six to a dozen children. Children are raised to think, but are also trained with small arms to protect themselves.
When not bullied by ogres they live in small farm villages with blacksmiths and workshops. Though not as talented as minoutars and dwarves with blacksmithing, they are very crafty and have created a lot of conveniences which magic can not do. They live mostly in the eastern part of Taina and southern part of Ariella.
When not bullied by ogres they live in small farm villages with blacksmiths and workshops. Though not as talented as minoutars and dwarves with blacksmithing, they are very crafty and have created a lot of conveniences which magic can not do. They live mostly in the eastern part of Taina and southern part of Ariella.
Tuesday, March 24, 2015
Races of Martapa Part 67
Skieg Description: Skiegs are equivalent to most goblin races, at least in appearance. They are around three fete in height, are green with bulbous noses, large ears and stubby fingers. They dress in fine clothing, carry daggers or short swords, and have sparse, black hair. Men usually wear their hair short, woman as long as they can. They speak in cultured tones and are exceptionally smart. Often they are engineers or accountants, depending where they are. There are skiegs who are ruled by ogres who don't seem to be that bright, but they have learned not to appear smarter then their masters.
Monday, March 23, 2015
Races of Martapa Part 66
Ogre Names: Ogre names tend to be short, one or two syllable sounds, such as "Grog" or "Tarn". Half-ogres may have more ogre names and ogres that hire on with humans may have more human names. There are no last names, though if an ogre who is proud of his son, he may allow his son to call himself "Grog son of Tarn", as an example.
Thursday, March 19, 2015
Races of Martapa Part 65
Ogre Adventures: I would think hard on letting someone play an ogre. They are evil and could over balance a campaign. Saying this, give them a bonus to Strength and Constitution, with a big hit to Intellect and Charisma. They should get the spear proficiency for free. Languages should cost twice as much. Half Ogres should get a bonus to Strength and Constitution, but at half. Same with losing Intellect and Charisma. Fighters, or fighter classes, are about all they are good at.
Wednesday, March 18, 2015
Races of Martapa Part 64
Ogres Relations: Ogres do not get along with any of the other races, but bully everyone. They usually keep skiegs, (my version of goblins), as slaves. They think everyone is below them, yet everyone thinks they are better then them, so ogres have to beat them into place. They especially don't like Akicitia and Minotuars since at one point, when they were talented and smart and ruled most of eastern Taina, they kept them as slaves and both Akicitia and Minotuars try to kill them on sight.
Tuesday, March 17, 2015
Races of Martapa Part 63
Ogre Society: Their language is halting and they do not have a written language. They have little technical ability so they usually use sledges or rickety carts to move things unless they have stolen a cart or wagon. Same goes for much of the other things humans would take for granted.
Ogres breed like rabbits. Once one is born the next one is in the oven. Because of this, though, they have shorter life spans, maybe forty years if they are lucky. There is no family structure. The make takes no part in raising the children, though he'll take credit if his son does something impressive, and often rival males might come into a camp and kill the offspring and steal the women.
They live in mud and grass huts in crude villages with wooden fences. They keep wolves for pets. They do not plant crops but hunt and raid.
Ogres breed like rabbits. Once one is born the next one is in the oven. Because of this, though, they have shorter life spans, maybe forty years if they are lucky. There is no family structure. The make takes no part in raising the children, though he'll take credit if his son does something impressive, and often rival males might come into a camp and kill the offspring and steal the women.
They live in mud and grass huts in crude villages with wooden fences. They keep wolves for pets. They do not plant crops but hunt and raid.
Wednesday, March 11, 2015
Races of Martapa Part 62
Ogre Descriptions: Ogres are huge creatures close to seven foot tall and shoulders to match. Their skin is green in color, ranging from light to super dark green. Hair is black and rarely a different color. Their eyes are small, almost beady and usually black in color, though brown is not unheard of. They are very strong, able to lift twice their body weight without breaking a sweat. Even the young are incredibly strong and thus deadly. Their noses are bulbous, their jaw and brow jutting out just a bit. Their ears are tapered, but large.
They wear simple clothes if they make such items themselves, usually made out of leather and cloth, sometimes mixed. Sometimes their clothes are of better quality if they have been made for them by other races. They scavenge weapons and armor pieces, so they never match unless the ogre in question has been hired by some other race for protection.
They wear simple clothes if they make such items themselves, usually made out of leather and cloth, sometimes mixed. Sometimes their clothes are of better quality if they have been made for them by other races. They scavenge weapons and armor pieces, so they never match unless the ogre in question has been hired by some other race for protection.
Tuesday, March 10, 2015
Races of Martapa Part 61
Minotaur Names: Minotaur names are distinct. They are in the old tongue, used very little by the minotaurs, since they communicate a lot with humans. Names often mean something like "Strong One" or "Curled Horns". Using Greek or Roman names or even Latin, would be good. Or you can string together your own names. I like Vetch'doran, a name I just strung together, as an example.
Thursday, March 5, 2015
Races of Martapa Part 60
Minotaur Adventures: Minotaurs make good warriors and paladins. This isn't to say they can't be the other classes, but this is what the minotuars, as a race, train for. I would give them a +2 to strength and constitution, while taking a -2 to wisdom and dexterity. They should have direction sense (or the equivalent) and gain a rank every level in this, since they never get lost in a maze. Also blacksmithing should be free to those who would like it and two handed axes, axes and any weapon that might be an axe should be available to them for free.
Wednesday, March 4, 2015
Races of Martapa Part 59
Minotaur Religion and Alignment: Minotaurs are always some sort of lawful, though they can be lawful good to lawful evil. Most are lawful neutral. They follow Catiana and Sarjon, along with Taniger. Taniger, though is the most revered, for he is the God of Blacksmithing. They will not follow dark gods, even when they are lawful evil in alignment.
Wednesday, February 25, 2015
Races of Martapa Part 58
Minotaur Relations: Minotaurs are not trusted by the humans of Tridon, the elves, the dwarves, or the ancient elves. The Akicitia, though they do not like them, will trust them because they are honorable and because of their mutual hatred of ogres.
Monday, February 23, 2015
Races of Martapa Part 57
Minotaur Society: Minotaur families are very patriarchal, but women have important rolls in society as well. (If you haven't noticed I have a very sexist free world here, for some reason. Not to say there aren't pockets of sexism....) Houses usually have only a single family in them as well as any apprentices. Blacksmithing is very important and blacksmiths are revered by the minotaurs, and their skills are only rivaled by dwarves. To harm a blacksmith is a heinous crime. Same goes for healers. Healing is usually a female dominated career and blacksmithing is usually a male career, though either sex can do either.
Minotaurs are so adapted to serving a certain sect of humans they have adopted a lot of their city lay outs and thus live in very orderly cities of wooden and stone buildings. Minotaurs live to around 60 years and have a single child about ever 5 years once they are married and have come of age.
Minotaurs are so adapted to serving a certain sect of humans they have adopted a lot of their city lay outs and thus live in very orderly cities of wooden and stone buildings. Minotaurs live to around 60 years and have a single child about ever 5 years once they are married and have come of age.
Thursday, February 19, 2015
Races of Martapa Part 56
Minotaur Description: Minotaurs stand around six and a half foot tall with broad shoulders and fury. They bare a cow head, males having large horns, females having small ones. They have cloven hooves and legs which are joined like the back legs of a cow. Their fur color and patterns can vary just as widely as real cattle, so be creative. To add character I would also pick the direction and conditions of the minotaur's horns.
Minotaurs wear clothes similar to humans since they are around humans so much. They prefer two handed axes or swords, but single handed weapons and shields are not unheard. Minotaurs are people of their word and one their word is given it is a deal which will be followed through on. Unfortunately, for the last three thousand years or so they have been used, and used badly, by the Black wizards of Shaniko and so the other races outright hate them. They are codependent upon the Wizards because they have given up so many aspects of an agricultural life to train in the martial.
Minotaurs wear clothes similar to humans since they are around humans so much. They prefer two handed axes or swords, but single handed weapons and shields are not unheard. Minotaurs are people of their word and one their word is given it is a deal which will be followed through on. Unfortunately, for the last three thousand years or so they have been used, and used badly, by the Black wizards of Shaniko and so the other races outright hate them. They are codependent upon the Wizards because they have given up so many aspects of an agricultural life to train in the martial.
Wednesday, February 18, 2015
Races of Martapa Part 55
Half Elf Names: Half elf names really depend on where they were raised. If they were raised in an elven community, they will have elven names. If they were raised in a human community they will have human names. Often, if they are raised in a human settlement, the elven parent might very well give them an elven name as well.
Tuesday, February 17, 2015
Races of Martapa Part 54
Half-Elf Adventures: Half-elves are good in any class. If they are raised by elves they most likely will be mages or rangers, while if they were raised by humans they will be warriors, mages or even thieves. Allow the half-elf pick one good and bad stat from each parent. If they are raised by elves they may use bows as a free ability no matter their class.
Thursday, February 12, 2015
Races of Martapa Part 53
Half-elf Religions and Alignments: Half-elves can follow any of the Gods, it just depends on how they are raised. Most half-elves follow the Gods of Light and Neutrality, but they may follow Gods of the Dark. Alignment can be anything from Lawful Good to Chaotic Evil, since their lives are so hard, being outside of society as they are. Most are Chaotic Good or Neutral Good.
Tuesday, February 10, 2015
Races of Martapa Part 52
Half-Elf Relations: Half elves are looked upon with pity and fear in elven circles, while curiosity and hatred in human circles. On an individual basis, people can get along with half-elves just fine, but elves pity half-elves because they will not live as long as themselves and will not harbor the magic they do. Humans envy them for their longer lives and use of magic, but are also curious about them. Half-elves find themselves often ignored or alone. Depending on the culture they are raised in, whether human or elven, will decide how they get along with other races, though they may be more open to other races since they are so lost as to their own roll in society.
Thursday, February 5, 2015
Races of Martapa Part 51
Half-Elf Society: Half-elves grow up in a similar manner as their parents, depending on whether the couple lives in a human village or an elven village. Even though this a mixture of human and elven DNA, if the woman is elven, she will only have a few children. In human society they are viewed as a curiosity and in elven society they are looked upon with pity since they won't be as "good" as elves at things and won't live as long. They usually adopt the ways of the world of which ever society they live in.
Tuesday, February 3, 2015
Races of Martapa Part 50
Half-Elf Description: Half-elves are normally a human/elf cross, but they can be any race crossed with an elf. In truth, there are other races which could cross, but this would be the most likely. They can look human, elf, or a mixture of both. normally their ears are slightly tapered, but can look round like a humans as well. Hair color can range wildly, since elves have such outlandish hair colors like purple or silver and humans have black and brown, as well as blond. Here is where we get tricky. Some humans have red hair, but elves of only the Sunstar line can have red hair, thus half elves can only have red hair if they are of the Sunstar line. Eyes can also range, though human colors usually dominate. Eyes are slightly almond shape, but not as big as elves.
Thursday, January 29, 2015
Races of Martapa Part XXXIX
Tsula Names: Tsula names are two fold. There is the name they say in their native tongue, which sounds like braying, clicks and snorts. This is the name they give to another Tsula. But there is also the name they give to all non-Tsula. This can be anything from Long-Horns to Vania, depending on what group of people they are near. If they are near elves, they most likely will have flowing names or nature names. If they are near dwarves, more stone like names.
Wednesday, January 28, 2015
Races of Martapa Part XXXVIII
Tsula Adventures: Good classes for Tsula are warriors for the males and clerics or mages for the females. Barbarians are also a good choice if you have that option as a class. Tsula should get a bonus to Constitution and Strength, but take from Dexterity and Charisma. Their run speed should be the same as a riding horse for movement. They speak their own language and rarely know the High King's Speech. If they are associated with a Clan Warrior they will know elven. They should also be given a trample attack if your campaign world allows such a thing.
Tuesday, January 27, 2015
Races of Martapa Part XXXVII
Tsula Religion and Alignment: Tsula are lawful in nature, despite following Targon. Few, if any are evil, though Lawful Neutral is not unheard of. They follow Wesa and Iktomi as well as Targon as a whole. Lawful Good and Lawful Neutral Gods, such as Taniger and Catiana, may be followed, but not many Tsula will follow them.
Thursday, January 22, 2015
Races of Martapa Part XXXVI
Tsula Relations: Tsula keep to themselves and are very wary of strangers. They are very friendly with Warriors, but if they don't know any other group of people, they will try not to interact with them. They might listen to what is going on, but they probably won't do anything about it if it has nothing to do with them. They are wary of the Ariellen humans, and humans in general. They respect the Akicitia and elves of the area they live in, but even these people they will try to avoid.
Wednesday, January 21, 2015
Races of Martapa Part XXXV
Tsula Society: Tsula travel in small herds, one male with several females and their get. A lot of their culture is similar to horse herds, where males are run off when they reach a certain age. There are bachelor herds and the males only hold herd leadership as long as they are able to fight. The females usually stay with their herd their whole life unless their herd gets too big and the herd is split.
The Tsula were originally created by Dasa, but she didn't take care of her creations and Targon has taken to watching over them, thus why the are associated with the Clan Warriors. They are nomadic and are vegetarians. They use the spear well, along with the shortbows. Swords are used, but harder to use.
The Tsula were originally created by Dasa, but she didn't take care of her creations and Targon has taken to watching over them, thus why the are associated with the Clan Warriors. They are nomadic and are vegetarians. They use the spear well, along with the shortbows. Swords are used, but harder to use.
Tuesday, January 20, 2015
Races of Martapa Part XXXIV
Tsula Description: Tsula (pronounced jew-lah) are goat centaurs, with goat bodies and human torsos. Their coat color varies, but are usually on the sandy colors or black, so they blend into their plains home. They bare horns on their heads, which vary in length and curves. Both men and women have these horns, but the women's are usually smaller.
Wednesday, January 14, 2015
Races of Martapa Part XXXIII
Akicitia Names: Akicitia names are a little tricky. I do the "Two-Spear" or "Running Bear" so called "Indian" names, but I then translate them into an actual Native American language. I like the Lakotah and Cherokee languages, but any Native language would work. And they don't actually have to make complete sense, just sound good. I have a character that his name is Ten-Spear, but goes by Sgohi (pronounced ss-go-he), which is simply ten in Cherokee. I have another character named Kalesdi. The name sounds pretty, (Kah-lee-ss-dee), but actually just means month in Cherokee. If nothing else, its a good excuse to explore some native languages.
Happy Gaming!
Happy Gaming!
Tuesday, January 13, 2015
Races of Martapa Part XXXII
Akicitia Adventures: Akicitia classes which would be good are barbarians, warriors, even paladins which may need to be tweaked a bit. Healers are well revered amongst their culture, but are rare. Magic is not used save for some elders. I would give a bonus to Strength and Constitution, but Wisdom and Intellect should take a hit. I would give a bonus to spears or bows, and tracking should be free. If there is a skill/trait/feat which gives a bonus for tracking with scent then they should receive this for free, as well. Their move should be 40 versus 30, and the ability to run for long distances should also be given, depending on your system.
Monday, January 12, 2015
Races of Martapa Part XXXI
Akicitia Religion and Alignment: Akicitia will always be either lawful or neutral good in alignment. Very few will be any chaotic in alignment. Some may be true neutral, but an evil Akicitia must be very warped to be so. Akicitia follow Lady Catiana and Lord Sarjon, along with Wesa, Goddess of Animals and Iktomi, God of Nature. They tend to protect those who follow Aiyana, since they value the innocent, and no one is more innocent then those who follow the Goddess of Love.
Thursday, January 8, 2015
Races of Martapa Part XXX
Akicitia Relations: Akicitia get along with all races as individuals, except for ogres. They will never get along with an ogre, no matter what, since in the far past the ogres enslaved both the Akicitia and the Minotaur. They are at odds with the Empire of Ariella because of the Empire's use of slavery. They understand the Balance of the Gods, but do not like the Dark Gods or those who harm the weak, the young, or the unarmed. They protect the innocent and will always tell a person how they think. The prefer people who hold honor high.
Wednesday, January 7, 2015
Races of Martapa Part XXIX
Akicitia Society: The Akicitia are a long lived race, living thousands of years, but they only have a cub about every century and they don't always survive to adult hood. Because they live so long they are considered adults at a much older age, though around the age of two decades they are allowed to be on their own and take part in hunts, they are just aren't allowed to make decisions for their own lives until they reach the century mark.
Of all my races, the Akicitia are the most honorable. Their word is their bond and they do not lie. It is not heir way to lie and they find the act reprehensible. This small trait causes my Akicitia, Krom, and thus his friends, problems, but makes for fun situations to write about!
Their tribes live in villages much like the natives of Kenya. And I would picture them in the same kind of surroundings as in Kenya, the open plains with the neat trees and the same kind of animals. The village is ruled by a group of elders who have proven themselves through the centuries as fair, level headed, and good leaders of the hunt. Families live in large, circular huts made of native material.
Of all my races, the Akicitia are the most honorable. Their word is their bond and they do not lie. It is not heir way to lie and they find the act reprehensible. This small trait causes my Akicitia, Krom, and thus his friends, problems, but makes for fun situations to write about!
Their tribes live in villages much like the natives of Kenya. And I would picture them in the same kind of surroundings as in Kenya, the open plains with the neat trees and the same kind of animals. The village is ruled by a group of elders who have proven themselves through the centuries as fair, level headed, and good leaders of the hunt. Families live in large, circular huts made of native material.
Tuesday, January 6, 2015
Races of Martapa Part XXVIII
Akicitia Descriptions: The Akicitia (police in Lakotah, I believe), are the lion men of the plains. They are bipedal and have the body of person and the had of a lion, covered in fur and baring a tail. The men have thick manes, the women baring a sprout of hair at the base of the neck which they allow to grow long and usually braid. They stand about six and half feet on average and are good sprinters. Their colors vary from white, to tan, to sandy brown, even black. Solid colors are most common, though some have stripes like a zebra might, but they are rare. Mane color is usually a little lighter then the rest of their body, but can be the same color or a different color all together. They have retractable claws, so an Akicitia is always armed.
Wednesday, December 31, 2014
Happy New Year!
As 2014 closes out, it is a time to reflect about how the year went and look forward to the year to come. Like everyone else there are things I regret in the last year. Not writing enough, not taking time for me, not finishing those projects I really wanted to get done. My biggest revelation of the year was when I went in for an early colonoscopy, because my father had colon cancer, and they found a carcinoid tumor in the early stages. It really puts a perspective on your life. Though it wasn't entirely life threatening, (it would have been if left to it's own devices), it makes you stand up and take note. My husband and I spend a lot of time volunteering for this and that and decided we don't have enough "us" time. So we took a whole day for us on the launch of the World of Warcraft's last expansion. You know, it was great.
As 2015 comes in, think of these few things. Family is important. Spend as much time as you can, (or can stand), with them. Petty squabbles, throw them out the window. They are not important. Those projects, sitting on the shelf, take them off the shelf and get them done. That trip you wanted to do but are putting if off because life is too busy, take it. Tell those people you love that you love them. I know it's all cliché, but they are all so true when your life is put in perspective. And if you are writing, keep writing!
Happy New Year!
As 2015 comes in, think of these few things. Family is important. Spend as much time as you can, (or can stand), with them. Petty squabbles, throw them out the window. They are not important. Those projects, sitting on the shelf, take them off the shelf and get them done. That trip you wanted to do but are putting if off because life is too busy, take it. Tell those people you love that you love them. I know it's all cliché, but they are all so true when your life is put in perspective. And if you are writing, keep writing!
Happy New Year!
Tuesday, December 30, 2014
Races of Martapa Part XXVII
Ancient Elven Names: The names of Ancient Elves varies and are very eclectic. Names like Kia, Kiah, Kianna, Tyee, Tyrell and Tessa are examples. A lot of more modern American names seem to fit this race of people. Very few take actual nature names, like Amber or Acorn, but may have a name that "translates" into a nature name. Baby books are good for helping you with this. Happy Gaming!
Monday, December 29, 2014
Races of Martapa Part XXVI
Ancient Elf Adventures: Ancient Elves would usually be good for mages, clerics, or rangers. I have a class of Gryphon Riders, but these are the elite who protect the King and Queen so I wouldn't allow your players to be one of these on a whim, since they would have access to a Gryphon and should be restricted to being near the King or Queen. I would give a plus to Intellect and perhaps Agility, (but you could argue their wings make them less agile at least on the ground), and take away from Strength and Constitution. If your campaign requires a flying feat/proficiency to fly they should get this for free, though you could restrict their flight capabilities. Spears are a favorite weapon of the Ancient Elves, so you might offer this up as a freebie.
Tuesday, December 23, 2014
Races of Martapa Part XXV
Ancient Elves Religion and Alignment: Ancient Elves worship the Lady Tymara, Goddess of Sun and Elements. They also worship Wesa and Iktomi, as well as the Lady Catiana. They are normally of Lawful Good alignment, though Neutral Good is not uncommon. As a whole, they are never evil, though there are some neutral alignments on occasion. They will stop any who worship dark gods and will aid those of the light.
Monday, December 22, 2014
Races of Martapa Part XXIV
Ancient Elves Relations: Ancient Elves stick to themselves for the most part and let the outside world be as it is. They find everyone else as children and will treat them accordingly. This is true even if said ancient elf is speaking to a three hundred year old dwarf and the ancient elf is merely a few decades old. They appreciate the Akicitia, for both races live for so long and revere the Lady Catiana. And though the Akicitia are ground bound, the ancients will come to their aid if need be. They do not tolerate ogres or their kin. Minotaurs are a case by case bases because they know the Black Wizards are using them.
Thursday, December 18, 2014
Races of Martapa Part XXIII
Ancient Elves Society: These elves have maybe three or four children in a life time and thus are very protective of them, childhood not ending, really, until the child is close to 100 years old. A single family will live in a small niche in the aerie and everyone uses the common spaces for other activities. This is a monarch society, where either there is a queen or a king, sex doesn't really matter on station. Castes do, however, play a part in their society. They speak, Ancient Elven and most speak the High King's tongue, as well.
Wednesday, December 17, 2014
Races of Martapa Part XXII
Ancient Elf Descriptions: Winged or Ancient Elves are the oldest of all the mortal races. They live for several thousand years, tend to be soft spoken and graceful. They stand around five and half feet tall, (taller then wood elves), and their skin can be pale to dark ebony. Their wings, which appear to be soft angel wings, can range from silver to black, and this usually depends on family lineage. Their wings are as tall as they are and their wing span is twice their height. Their ears are tapered, their bodies lithe and they weigh 3/4 of what a wood elf would weigh. They fly because of magic, not physics, so don't try to rationalize it biologically, (which I've tried).
Monday, December 15, 2014
Races of Martapa Part XXI
Wood Elf Names: My naming of Wood Elves is random, though there is some rhyme or reason to it. Many wood elves have names to do with items in nature, such as Amber, Crystal, Holly, and Pine, but other names are more "normal" names such as Chay or Nye. My suggestion is to think of the character you are making. If they are more the ranger type, go with the nature type names, if they are more a magic user or noble, go for a name which is more sophisticated.
Thursday, December 11, 2014
Races of Martapa Part XX
Wood Elf Adventures: Some possible classes for your campaign world would be fighters, rangers, mages, clerics, and bards. They would also be eligible for a class of my own making: Clan Warrior, a special kind of fighter/mage/cleric. Elves should be given a free language and the option of the bow or a second free language they can write. I would give a bonus to Agility, Charisma and intellect, but take from Constitution and Strength if you want to tweak them from your own stock elf.
Wednesday, December 10, 2014
Races of Martapa Part XIX
Wood Elves Religion and Alignment: Most Wood Elves worship Targon, Elven God of Magic, though Wesa, God of Animals, and Iktomi, God of Nature are also worshiped heavily.. Some also worship the Goddess of Neutrality, Catiana. Most Wood Elves are Lawful to Chaotic Good, with some being Neutral. Few are evil, but they can be corrupted to be so.
Wednesday, December 3, 2014
Races of Martapa Part XVIII
Wood Elf Relations: Elves, in general, look at humans in disdain, thinking them too young and inexperienced. Not all elves feel this way, but most do. Dwarves are too gruff for elven tastes and drink foul brews. Akicitia are honorable and though barbaric in some ways, elves find them good friends. Ancient Elves are revered, ogres are hated and feared, and Minotaurs, though hated for helping the Black Wizards, were once good friends.
Monday, December 1, 2014
Races of Martapa Part XVII
Wood Elf Society: Family size is small, usually only two or three children in their long lifetimes which can last a millennium. They live in homes upon the ground amongst the trees or high in the tree branches if in the north. In the south they like homes which are burrowed into the ground or hillsides. These are a people ruled by a king or queen, though in the south they are called a Chief. There are tiers of society, but an elf will always help an elf in need.
Tuesday, November 25, 2014
Races of Martapa Part XVI
Wood Elf Description: Wood Elves stand around five foot in height, though they can be taller, with ears which taper. Hair color can range from white to purple, brown to black and everything in between, with one exception. Only the elves of the Sunstar line have red hair. Eye color also range, usually matching their color, though not always, especially for the odd colors like white or red.
There are two major subsets of Wood Elves, northern and southern. The northern are more pale skinned and do actually live in the woods. the southern elves are black skinned and live more in the open plains and foothills. The only difference in the subsets is the skin color.
There are two major subsets of Wood Elves, northern and southern. The northern are more pale skinned and do actually live in the woods. the southern elves are black skinned and live more in the open plains and foothills. The only difference in the subsets is the skin color.
Monday, November 24, 2014
Races of Martapa Part XV
Dwarven Names: Clan names usually have a stone or metal in part of the name, like Stonecrusher or Bluesteel. Male names usually blend some sort of tree and metal or stone, or are just a stone or metal. Some examples would be Stoneoak or Granite. Female names are usually a blend of herbs or flowers with stone or metal, or just herbs or flowers. Some examples would be Steelrose or Heather.
Thursday, November 20, 2014
Races of Martapa Part XIV
Adventures: Dwarves could make good warriors, clerics, (because you have to be healed to keep fighting, rangers and thieves. Mages are possible, but they are very battle orientated. Barbarian rager types would be a good choice, though so would paladins. I would give them the axe skill free, (regardless of class), and maybe a crafting skill for free or half price. They get a bonus to strength and Constitution, but their Charisma and/or Intellect suffers.
Wednesday, November 19, 2014
Races of Martapa Part XIII
Religion and Alignment: Dwarves are usually Lawful to Chaotic Good, with some Neutral alignments. Rarely are dwarves evil, but there are a few. Most Dwarves worship Taniger, though all give heed to Cataina and Wesa.
Monday, November 10, 2014
Races of Martapa Part XII
Relations: Dwarves, for the most part, get along with other races, taking everything humans do with a grain of salt since they are short lived. They use to have a connection with the Ancient Elves, serving as guards for the royalty, but that died out over the centuries for a reason they will not say and for the fact the ancient elves eventually died out. Minotuars they view with a grudging respect, though they don't deal with them much since they are in league with the Black Wizards. They dislike ogres and though they don't go out of their way to harm them, they most likely will not help them either.
Thursday, November 6, 2014
Races of Martapa Part XI
Society: Dwarves live underground in large warrens of stone so they can be near mining nodes of one type or another. There are settlements above ground who cultivate the timber needed for the ships and boats they make, as well as ports where the ships are made. Also to produce the wool and cotton to weave with. They are ruled by a King and are broke up in Clans. Families train their young in their profession, making for generations of the same crafter in the same compound. While humans live around 60 years, dwarves can live up to five hundred years.
Families vary in size and make up. Dwarves have on average three children. Depending on the craft it will depend on ho many people live in a compound. Weavers will have more extended family then engineers. Those of more military strips will have large extended families in one area so those family members who are not serving in the military can help take care of family who have members in the military as well.
Families vary in size and make up. Dwarves have on average three children. Depending on the craft it will depend on ho many people live in a compound. Weavers will have more extended family then engineers. Those of more military strips will have large extended families in one area so those family members who are not serving in the military can help take care of family who have members in the military as well.
Wednesday, November 5, 2014
Races of Martapa Part X
Dwarven Descriptions: Dwarves are about four feet in height and bare a darker skin then humans. Hair color varies, usually one color more prominent in a particular clan then another. Eye color varies, though granite and slate gray are common. Men bare long beards decorated with beads and other little trinkets, and woman usually have long braids. They wear stout cotton tunics (both females and males), heavy pants, leather boots which go to their knees and flop over, and usually a thick leather belt to carry their various tools and weapons.
Thursday, October 30, 2014
Races of Martapa Part IX
Human Names: This is more of a regional thing and my suggestion is to find a baby name book. (a baby name book for naming characters of any race is great!) For northwestern Tridon, I would use Irish or Scottish names. For Southwestern Tridon I would use good, old English names. For Tayke, Japanese and for Eastern Tridon I would use Native American names, and I don't mean Gold Eagle or Running River, I mean actual Native American names. For Ariella I would use Roman names or even African names. For any of these places snatching fun names from fantasy movies and books is always fun.
Next week: Dwarves
Next week: Dwarves
Wednesday, October 29, 2014
Races of Martapa Part VIII
Adventurers: Humans become adventurers for a myriad of reasons. Most want to see the world and find treasure. Some what to find knowledge of magic or lost civilization. Some leave because of a bad situations in their home village or town. What ever the reason, humans are curious about the world around them and want to know about it or try to control it.
Tuesday, October 28, 2014
Races of Martapa Part VII
Religion and Alignment: Humans are very diverse. Alignments run from Lawful Good to Chaotic Evil, though player characters should be more on the good side unless there is a really good reason not to be. Religion is the same. Every God in the pantheon is worshiped by humans, though the Gods of Light and Neutrality are more openly revered then the Gods of Dark. The humans of Ariella and northern Tiana are much more religious then those of southern Tiana.
Monday, October 27, 2014
Races of Martapa Part VI
Relations: People of the north frown upon their southern counterparts. They find them soft and unable to survive the rigors of true honor. The people of the southern reaches find their northern neighbors ignorant barbarians and thus find them in disdain, even the nobility of the north. The people of Tayke find other humans as children, though more in a protective parent way, then a degrading remark. Their civilization was (and still is) more advanced then the rest of Tridon and they want to help the rest of the world settle into peace and harmony as they once had. The people of the plains do not judge a person by origins, but on the person themselves. They prefer to be left alone and the like the simple life, though that does not make them simple. The people of the Empire believe themselves better then all other humans, and do not get along easily with the humans of the north. Humans find all non-humans intriguing, though most do not care for minotuars or ogres.
Thursday, October 23, 2014
Races of Martapa Part V
Occupations and Trade: Agriculture and forestry are very important, as is fishing, in northwestern Taina. Calabay houses the largest fleet of merchant and fishing vessels and makes the finest ships in Tridon. Timber, fishing, and farming are the big trading opportunities in south western Taina, along with trading with the Empire which brings in good amounts of gold.
The peoples on the east side of Taina are dependent on agriculture, and in Tayke's case, intellectual pursuits are also important. There are many foods on the east side that the west does not have, and visa versa. Llama wool is also very sought after by those on the west side, and the people of eastern Taina do very well by selling this.
Ariella has agriculture, minerals, (lots of gold and silver, along with gems), and meat. But things like lumber have to be imported in great quantities. Fishing on the coasts is also very important to the communities that live there. The Empire has vast estates farmed by slaves, while free peoples are more like to hunt and gather.
The peoples on the east side of Taina are dependent on agriculture, and in Tayke's case, intellectual pursuits are also important. There are many foods on the east side that the west does not have, and visa versa. Llama wool is also very sought after by those on the west side, and the people of eastern Taina do very well by selling this.
Ariella has agriculture, minerals, (lots of gold and silver, along with gems), and meat. But things like lumber have to be imported in great quantities. Fishing on the coasts is also very important to the communities that live there. The Empire has vast estates farmed by slaves, while free peoples are more like to hunt and gather.
Tuesday, October 21, 2014
Races in Martapa Part IV
Culture: Culture in the north Taina is very clannish. People are not broken up by caste, but rather how they are related to one another. Commoners play with royalty with out a second thought. In the north the focus is on surviving the environment and creatures, not jockeying for power. Protecting the clan's honor is more important then most everything in the north.
The culture of southwestern Taina is very medieval knight like, with much more English roots then any other culture. Caste is a big thing in southern Taina and people are reminded of how lowly they are all the time.
The culture of Tayke is very Japanese, save women can have an equal role in the world. Family is very important and loyalty to a leader is absolutely necessary. The Tayke culture actually comes from a small island nation which is long gone by the time of the High King's Sword, so their culture is very well established.
The culture of the Empire is very much like the Roman Empire of old. Men serve in the military for two years, women are subservient to men, though not as bad as the old Roman Empire, and there are slaves. Being a noble definitely means freedom here. They are also very religious and take the Gods very seriously. A slight against the Gods is a slight against them.
The culture of southwestern Taina is very medieval knight like, with much more English roots then any other culture. Caste is a big thing in southern Taina and people are reminded of how lowly they are all the time.
The culture of Tayke is very Japanese, save women can have an equal role in the world. Family is very important and loyalty to a leader is absolutely necessary. The Tayke culture actually comes from a small island nation which is long gone by the time of the High King's Sword, so their culture is very well established.
The culture of the Empire is very much like the Roman Empire of old. Men serve in the military for two years, women are subservient to men, though not as bad as the old Roman Empire, and there are slaves. Being a noble definitely means freedom here. They are also very religious and take the Gods very seriously. A slight against the Gods is a slight against them.
Monday, October 20, 2014
Races of Martapa Part III
Physical Descriptions: The people of north Tiana and west of the Tsalagi Mountains are hardy individuals who are large, strong people with red or dark hair, though blond is also possible. They tend to be pale in complexion and wear at least some bit of fur upon their clothes. Most of the men grow beards not unlike dwarves, decorating not only them, but their hair as well with beads, small, hollow bones, and braids. Clothes of the north are sturdy, sometimes leather, other times of good, stout wool. They are usually decorated with fanciful creatures or designs. darker colors are preferred, though bright colors are used for wedding and other important events.
Humans of southwestern Taina have blond or brunette hair, pale skin and most of blue eyes. They are more lithe then their northern counterparts. Clothes are thick wool to stave off the chill of the ocean breezes. Dress is conservative, and men wear doublets with billowing shirts beneath. hats with long feathers for the men are the fashion, along with shoulder length hair, loose or in neat ponytails. Woman wear their hair in fanciful braids or loose. They speak with an English accent, heavier on the coast.
Humans on the eastern side of the Tsalagi Mountains appear Japanese in appearance and a good portion of their culture is Japanese like. Humans on the far eastern section of Taina are more Native American in appearance and somewhat in culture, leaning toward Lakota and Cherokee nationalities.
Humans of Ariella are just as diverse as those in the north, but bare black skin, black hair with brown eyes. They stand a little taller then the average Taina human. They wear togas with pallas defining those of the upper crust and of the military, or simple, no sleeve dresses for the woman with pallas of their own.
Humans of southwestern Taina have blond or brunette hair, pale skin and most of blue eyes. They are more lithe then their northern counterparts. Clothes are thick wool to stave off the chill of the ocean breezes. Dress is conservative, and men wear doublets with billowing shirts beneath. hats with long feathers for the men are the fashion, along with shoulder length hair, loose or in neat ponytails. Woman wear their hair in fanciful braids or loose. They speak with an English accent, heavier on the coast.
Humans on the eastern side of the Tsalagi Mountains appear Japanese in appearance and a good portion of their culture is Japanese like. Humans on the far eastern section of Taina are more Native American in appearance and somewhat in culture, leaning toward Lakota and Cherokee nationalities.
Humans of Ariella are just as diverse as those in the north, but bare black skin, black hair with brown eyes. They stand a little taller then the average Taina human. They wear togas with pallas defining those of the upper crust and of the military, or simple, no sleeve dresses for the woman with pallas of their own.
Wednesday, October 15, 2014
Races of Martapa Part II
Humans are the most diverse and adaptable of all the races on Martapa. They are independent thinkers, strong users of magic, and worship all of the Gods. they also differ greatly from region to region. Maratpa has two major continents, Tiana and Ariella. The northern continent, Tiana, would be equivalent of say Ireland, northwest America, and the plains of North America all wrapped around by the typical northern hemisphere coasts. The southern continent, Ariella, is a mixture of Africa and Australia, (just depending on where you are). Ariella is by far the biggest, but Tiana is where I spend most of my story time, thus it is by far more flushed out, and thus, so are the races.
The humans of Tiana vary by region. Tiana is separated by a large mountain range in the middle, Pacific northwest/Ireland region on the west, plains on the east side. On the west and the north would be more your Ireland region. Here is the home of light skinned, red and brown haired, (and lack of a better term), barbarians. They aren't really uncivilized but they are the most hand to hand trained, hulking humans of the kingdom of Tridon. To the south lays your Pacific Northwest type people. They are lithe, blond and brown haired, blue eyes are common and these people would bring to mind your knights in shinning armor type of people. On the east side of the mountains you have a lot of Native American looking people, (though in the time of my book there is a lot of western looking humans over on the east side, and a small pocket of Japanese looking people.
To the south is the Empire of Ariella and free pockets of humanity. The Empire covers nearly two-thirds of the continent, starting in the east, and the people here are black skinned, (though of varying hues,) and black haired. To the west are the free pockets of humanity who live in free cities amongst the other races of Martapa. These people appear Indian, with olive skin and dark hair.
Tomorrow: Humans continued.
The humans of Tiana vary by region. Tiana is separated by a large mountain range in the middle, Pacific northwest/Ireland region on the west, plains on the east side. On the west and the north would be more your Ireland region. Here is the home of light skinned, red and brown haired, (and lack of a better term), barbarians. They aren't really uncivilized but they are the most hand to hand trained, hulking humans of the kingdom of Tridon. To the south lays your Pacific Northwest type people. They are lithe, blond and brown haired, blue eyes are common and these people would bring to mind your knights in shinning armor type of people. On the east side of the mountains you have a lot of Native American looking people, (though in the time of my book there is a lot of western looking humans over on the east side, and a small pocket of Japanese looking people.
To the south is the Empire of Ariella and free pockets of humanity. The Empire covers nearly two-thirds of the continent, starting in the east, and the people here are black skinned, (though of varying hues,) and black haired. To the west are the free pockets of humanity who live in free cities amongst the other races of Martapa. These people appear Indian, with olive skin and dark hair.
Tomorrow: Humans continued.
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Tuesday, October 14, 2014
Races of Martapa
The first step to making a character for the world of Martapa is to pick a race. This will be an important choice as it will shape how a person speaks, looks, acts, and responds to various events, not to mention how others will view your character. A dwarf or human will be accepted every where, an elf would be looked upon with awe, while a minotaur or half-ogre would be looked upon by disdain. Elves make better mages, while minotuars will be great fighters. The following entries will discuss the back ground of each race in a little bit of depth, what each race looks like, and where they are most likely to be found.
Each race will have some sort of bonus to one or more stats along with some sort of negative to one or more stats. Each one is meant to balanced, so no one race has an advantage over another, other then to make them better at one class or another depending on the race.
On Martapa there are many races to choose from. Following is a list of the races of men, though there are other races, such as fairies and centaurs. These, I feel, are the races that should be allowed in a campaign.
The races of men are: Humans, Dwarves, Wood Elves, Ancient Elves, Akicitia, Tsula, Half-elves, Minotaurs, Ogres, Half-Ogres and Skiegs.
Tomorrow: We'll start with Humans!
Each race will have some sort of bonus to one or more stats along with some sort of negative to one or more stats. Each one is meant to balanced, so no one race has an advantage over another, other then to make them better at one class or another depending on the race.
On Martapa there are many races to choose from. Following is a list of the races of men, though there are other races, such as fairies and centaurs. These, I feel, are the races that should be allowed in a campaign.
The races of men are: Humans, Dwarves, Wood Elves, Ancient Elves, Akicitia, Tsula, Half-elves, Minotaurs, Ogres, Half-Ogres and Skiegs.
Tomorrow: We'll start with Humans!
Monday, October 13, 2014
High King's Sword: The Roleplaying Game
I'm laughing as I type this. My big project, now, since I'm only revising my stories at the moment, is to truly do a workable roleplaying game system. Since my husband and I played so long in my world, you'd think it would be an easy task, but I'm beginning to see why it takes so many people to make a roleplaying game. Over the next months, I'm going to try and write my blog articles like sections in a gaming book. I'm hoping things will go smoothly, but we'll take it one day at a time. Hopefully, by the end of this endeavor, I'll be able to give a person a working model of a roleplaying game system which they can just print out and go with.
I'm going with the assumption that this is more a supplement to a D20 gaming system, so all information will refer to rules for D20. There are a lot of D20 gaming systems out there, though I recommend Pathfinder as your base D20 system. Then, feel free to use my gaming world using that system. I hope you have fun!
Tomorrow we will start with races!
I'm going with the assumption that this is more a supplement to a D20 gaming system, so all information will refer to rules for D20. There are a lot of D20 gaming systems out there, though I recommend Pathfinder as your base D20 system. Then, feel free to use my gaming world using that system. I hope you have fun!
Tomorrow we will start with races!
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Thursday, October 9, 2014
Updating Your World
Just like writing a story, your roleplaying world may need to be revised from time to time. As you play in your world you notice things, places, people which need to be changed in one way or another. Perhaps the ability is not balanced, perhaps you found a better way to do something. Here are a few ideas I have for putting these new items into your world without messing it up.
1) Keep track of your changes. Sometimes, in our busy lives, we forget what we've changed and players like continuity. I changed my "Priest" title from "Mage" to "Priest" because it was just too confusing as to who was a Mage versus who was a Priest. I had to go back through all my notes, (and stories) and fix all my "Mages" who needed to be "Priests".
2) Try not to make huge changes. Don't suddenly make your world magical after having limited magic. The repercussions in your campaign would be huge. Try to keep them small, such as an item's ability changing from "protection from magic" to "protection from fire". Try to keep the changes to your world small, unless there is a very good reason to change.
3) If you have to make a huge change, justify it. I'm not sure about you, but when Dragonlance changed from super magical to no magic, I protested with my wallet. Same can be said about the Star Wars series that went to a Borg like race. Huge changes in the way a world has to make sense and not change the feel of the world. Now if a huge earthquake rips the world apart, but doesn't change the use of magic, (or lack of use), but adds to the tension, then feel free to use it, just do so with caution.
Happy roleplaying!
1) Keep track of your changes. Sometimes, in our busy lives, we forget what we've changed and players like continuity. I changed my "Priest" title from "Mage" to "Priest" because it was just too confusing as to who was a Mage versus who was a Priest. I had to go back through all my notes, (and stories) and fix all my "Mages" who needed to be "Priests".
2) Try not to make huge changes. Don't suddenly make your world magical after having limited magic. The repercussions in your campaign would be huge. Try to keep them small, such as an item's ability changing from "protection from magic" to "protection from fire". Try to keep the changes to your world small, unless there is a very good reason to change.
3) If you have to make a huge change, justify it. I'm not sure about you, but when Dragonlance changed from super magical to no magic, I protested with my wallet. Same can be said about the Star Wars series that went to a Borg like race. Huge changes in the way a world has to make sense and not change the feel of the world. Now if a huge earthquake rips the world apart, but doesn't change the use of magic, (or lack of use), but adds to the tension, then feel free to use it, just do so with caution.
Happy roleplaying!
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Wednesday, October 8, 2014
Keeping Track of Your World
As I tried to think of a good topic today, whether help aids or ideas from my world, I couldn't think of something I hadn't done yet. I know there are things that I haven't done yet, but trying to figure out what that is, I'm at a loss. So here are a few things I think I'll do in the next week or so:
1) Make a list of topics. I have been keeping track of my blog titles, but they are badly organized. I think if you keep things organized by people, places, things, ideas, etc, it would be easier to see what I've done.
2) Make a list of ideas you want to work on. I have a lot of down time when I'm subbing for the secretaries at our schools, so I should use that to think of possible ideas. Usually I've been using that time to work on Battle of the Books stuff, (also a school relate thing), but I can probably sneak in a few minutes for myself.
3) Have hard copies of each article so you can refer to them later. I have a word document with my articles, separate one for each article type and then update about once a month my hard copy. The updating is the hard part. There is that time thing again!
4) Review what you've done on occasion. It will make things easier if you know what you've written.
Happy Writing!
1) Make a list of topics. I have been keeping track of my blog titles, but they are badly organized. I think if you keep things organized by people, places, things, ideas, etc, it would be easier to see what I've done.
2) Make a list of ideas you want to work on. I have a lot of down time when I'm subbing for the secretaries at our schools, so I should use that to think of possible ideas. Usually I've been using that time to work on Battle of the Books stuff, (also a school relate thing), but I can probably sneak in a few minutes for myself.
3) Have hard copies of each article so you can refer to them later. I have a word document with my articles, separate one for each article type and then update about once a month my hard copy. The updating is the hard part. There is that time thing again!
4) Review what you've done on occasion. It will make things easier if you know what you've written.
Happy Writing!
Thursday, October 2, 2014
Tips on How to Keep Writing
As I miss doing my blog this week because of a bump in my life I realize that I need to keep writing, no matter what, especially after said bump. So here are some things which I'm going to start doing in my own life to keep doing what I love.
1) Give myself time. As busy as my life is with two kids, a temp job, and a ton of volunteering that feels like a full time job, I realized I need to give myself time to write. I've scheduled myself, (because I live and die by a schedule), an hour in the morning which I use for writing, editing and brain storming. It doesn't always work, but it's there so I will at least try.
2) Get that idea on paper. As I lay in the hospital awaiting my procedure I realized there was so many story ideas I hadn't even written down and that how would my kids ever know about them? Even if you just jot the idea down it will feel good. Maybe you will never get to the idea, but maybe someone in your family will.
3) Write where ever. I keep a tablet with me pretty much where ever I go. You never know when a good idea will hit and you'll have to write it down or forget it. I suggest pulling over if you are driving when the idea hits. :)
4) The most important thing is don't let an opportunity pass you by. Just because you think you will never get published, as a amateur genealogist I love to read my dad's stories and the histories my grandma wrote down. Maybe nobody but family will read it, but it doesn't mean it's not worth the effort!
Happy writing!
1) Give myself time. As busy as my life is with two kids, a temp job, and a ton of volunteering that feels like a full time job, I realized I need to give myself time to write. I've scheduled myself, (because I live and die by a schedule), an hour in the morning which I use for writing, editing and brain storming. It doesn't always work, but it's there so I will at least try.
2) Get that idea on paper. As I lay in the hospital awaiting my procedure I realized there was so many story ideas I hadn't even written down and that how would my kids ever know about them? Even if you just jot the idea down it will feel good. Maybe you will never get to the idea, but maybe someone in your family will.
3) Write where ever. I keep a tablet with me pretty much where ever I go. You never know when a good idea will hit and you'll have to write it down or forget it. I suggest pulling over if you are driving when the idea hits. :)
4) The most important thing is don't let an opportunity pass you by. Just because you think you will never get published, as a amateur genealogist I love to read my dad's stories and the histories my grandma wrote down. Maybe nobody but family will read it, but it doesn't mean it's not worth the effort!
Happy writing!
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